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How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis

BACKGROUND AND AIMS: Research on the development of gaming disorder assumes that the quality of reinforcement learning as well as the content of use expectancies are initially rewarding in the early stages of the addictive behavior and becomes steadily more compensatory in the later stages. This ass...

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Autores principales: Brandtner, Annika, Müller, Silke M., Brand, Matthias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Akadémiai Kiadó 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10562825/
http://dx.doi.org/10.1556/2006.2023.00050
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author Brandtner, Annika
Müller, Silke M.
Brand, Matthias
author_facet Brandtner, Annika
Müller, Silke M.
Brand, Matthias
author_sort Brandtner, Annika
collection PubMed
description BACKGROUND AND AIMS: Research on the development of gaming disorder assumes that the quality of reinforcement learning as well as the content of use expectancies are initially rewarding in the early stages of the addictive behavior and becomes steadily more compensatory in the later stages. This assumed transition could be reflected in gaming-related mental imagery as well as the decision to play videogames in daily life. METHODS: We recruited 127 individuals who play videogames. Following a strict diagnostic procedure, individuals were either classified as showing casual or at-risk gaming patterns. The experience and expectancy of reward and relief were assessed in the laboratory, followed by a 14-day ambulatory assessment asking for gaming-related mental imagery intensity and playing frequency. Besides group differences, we tested a gratification and a compensation pathway in a structural equation model among groups separately. RESULTS: Results indicate that mental imagery and playing frequency as well as reinforcement processes and use expectancies are heightened among individuals showing at-risk gaming patterns as compared to casual gaming patterns. Gaming-related mental imagery was only predicted by compensation among individuals showing casual gaming patterns, and we found no significant predictions for daily gaming frequency in any of the models. DISCUSSION AND CONCLUSIONS: The results implicate that individuals with at-risk gaming patterns might hold stronger learned reinforcement contingencies. Daily usage seems unaffected by these contingencies, possibly indicative of habitualized behaviors. Additionally, the results provide some support for the consideration of imaginal desire thoughts as a specific coping mechanism in the context of gaming behaviors.
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spelling pubmed-105628252023-10-11 How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis Brandtner, Annika Müller, Silke M. Brand, Matthias J Behav Addict Article BACKGROUND AND AIMS: Research on the development of gaming disorder assumes that the quality of reinforcement learning as well as the content of use expectancies are initially rewarding in the early stages of the addictive behavior and becomes steadily more compensatory in the later stages. This assumed transition could be reflected in gaming-related mental imagery as well as the decision to play videogames in daily life. METHODS: We recruited 127 individuals who play videogames. Following a strict diagnostic procedure, individuals were either classified as showing casual or at-risk gaming patterns. The experience and expectancy of reward and relief were assessed in the laboratory, followed by a 14-day ambulatory assessment asking for gaming-related mental imagery intensity and playing frequency. Besides group differences, we tested a gratification and a compensation pathway in a structural equation model among groups separately. RESULTS: Results indicate that mental imagery and playing frequency as well as reinforcement processes and use expectancies are heightened among individuals showing at-risk gaming patterns as compared to casual gaming patterns. Gaming-related mental imagery was only predicted by compensation among individuals showing casual gaming patterns, and we found no significant predictions for daily gaming frequency in any of the models. DISCUSSION AND CONCLUSIONS: The results implicate that individuals with at-risk gaming patterns might hold stronger learned reinforcement contingencies. Daily usage seems unaffected by these contingencies, possibly indicative of habitualized behaviors. Additionally, the results provide some support for the consideration of imaginal desire thoughts as a specific coping mechanism in the context of gaming behaviors. Akadémiai Kiadó 2023-10-05 /pmc/articles/PMC10562825/ http://dx.doi.org/10.1556/2006.2023.00050 Text en © 2023 The Author(s) https://creativecommons.org/licenses/by-nc/4.0/Open Access statement. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (https://creativecommons.org/licenses/by-nc/4.0/), which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.
spellingShingle Article
Brandtner, Annika
Müller, Silke M.
Brand, Matthias
How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis
title How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis
title_full How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis
title_fullStr How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis
title_full_unstemmed How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis
title_short How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: Testing a dual pathway hypothesis
title_sort how expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life: testing a dual pathway hypothesis
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10562825/
http://dx.doi.org/10.1556/2006.2023.00050
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